1 void() crylink_ready_01;
2 void() crylink_fire1_01;
3 void() crylink_fire2_01;
4 void() crylink_deselect_01;
5 void() crylink_select_01;
8 const vector proj_color = '1 1 1';
10 float() crylink_check =
12 if (self.ammo_cells >= cvar("g_balance_crylink_primary_ammo"))
17 float() crylink_check2 =
19 if (self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo"))
24 void(float req) w_crylink =
28 else if (req == WR_FIRE1)
29 weapon_prepareattack(crylink_check, crylink_check, crylink_fire1_01, cvar("g_balance_crylink_primary_refire"));
30 else if (req == WR_FIRE2)
31 weapon_prepareattack(crylink_check2, crylink_check2, crylink_fire2_01, cvar("g_balance_crylink_secondary_refire"));
32 else if (req == WR_RAISE)
34 else if (req == WR_UPDATECOUNTS)
35 self.currentammo = self.ammo_cells;
36 else if (req == WR_DROP)
37 crylink_deselect_01();
38 else if (req == WR_SETUP)
39 weapon_setup(WEP_CRYLINK, "w_crylink.zym", IT_CELLS);
40 else if (req == WR_CHECKAMMO)
41 weapon_hasammo = crylink_check() + crylink_check2();
45 void W_Crylink_Touch (void)
47 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
52 RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage"), cvar("g_balance_crylink_primary_edgedamage"), cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force"), IT_CRYLINK);
53 te_gunshotquad(self.origin);
56 //te_smallflash(self.origin);
57 if (other.takedamage == DAMAGE_AIM)
63 self.touch = SUB_Null;
64 setmodel (self, "models/plasma.mdl");
65 setsize (self, '0 0 0', '0 0 0');
69 self.think = SUB_Remove;
70 self.movetype = MOVETYPE_NONE;
71 self.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
72 SUB_SetFade(self, time, 1);
77 void W_Crylink_Touch2 (void)
79 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
84 RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage"), cvar("g_balance_crylink_secondary_edgedamage"), cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force"), IT_CRYLINK);
85 te_gunshotquad(self.origin);
88 //te_smallflash(self.origin);
89 if (other.takedamage == DAMAGE_AIM)
95 self.touch = SUB_Null;
96 setmodel (self, "models/plasma.mdl");
97 setsize (self, '0 0 0', '0 0 0');
101 self.think = SUB_Remove;
102 self.movetype = MOVETYPE_NONE;
103 self.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
104 SUB_SetFade(self, time, 1);
109 void W_Crylink_Attack (void)
111 local float counter, shots;
115 local vector trueaim;
116 trueaim = W_TrueAim();
118 sound (self, CHAN_WEAPON, "weapons/crylink_fire.ogg", 1, ATTN_NORM);
119 if (self.items & IT_STRENGTH)
120 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
122 if (cvar("g_use_ammunition"))
123 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
124 self.punchangle_x = -2;
126 org = W_MuzzleOrigin (self, '24 7 -8');
129 shots = cvar("g_balance_crylink_primary_shots");
130 while (counter < shots)
133 proj.realowner = proj.owner = self;
134 proj.classname = "spike";
136 proj.movetype = MOVETYPE_BOUNCE;
137 proj.solid = SOLID_BBOX;
138 proj.gravity = 0.001;
140 setmodel (proj, "models/plasmatrail.mdl");
141 setsize (proj, '0 0 0', '0 0 0');
142 setorigin (proj, org);
144 proj.velocity = (normalize(trueaim - org) + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
145 proj.touch = W_Crylink_Touch;
146 proj.think = SUB_Remove;
147 proj.nextthink = time + cvar("g_balance_crylink_primary_lifetime");
149 proj.angles = vectoangles (proj.velocity);
151 //proj.glow_size = 20;
153 proj.effects = EF_NOSHADOW | EF_FULLBRIGHT | EF_LOWPRECISION;
154 proj.flags = FL_PROJECTILE;
155 proj.colormod = proj_color;
156 counter = counter + 1;
160 void W_Crylink_Attack2 (void)
162 local float counter, shots;
166 local vector trueaim;
167 trueaim = W_TrueAim();
169 sound (self, CHAN_WEAPON, "weapons/crylink_fire.ogg", 1, ATTN_NORM);
170 if (self.items & IT_STRENGTH)
171 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
173 if (cvar("g_use_ammunition"))
174 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
175 self.punchangle_x = -2;
177 org = W_MuzzleOrigin (self, '20 7 -8');
180 shots = cvar("g_balance_crylink_secondary_shots");
181 while (counter < shots)
184 proj.realowner = proj.owner = self;
185 proj.classname = "spike";
187 proj.movetype = MOVETYPE_BOUNCE;
188 proj.solid = SOLID_BBOX;
189 proj.gravity = 0.001;
191 setmodel (proj, "models/plasmatrail.mdl");
192 setsize (proj, '0 0 0', '0 0 0');
193 setorigin (proj, org);
195 proj.velocity = (normalize(trueaim - org) + ((counter / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
196 proj.touch = W_Crylink_Touch2;
197 proj.think = SUB_Remove;
198 proj.nextthink = time + cvar("g_balance_crylink_secondary_lifetime");
200 proj.angles = vectoangles (proj.velocity);
202 //proj.glow_size = 20;
204 proj.effects = EF_NOSHADOW | EF_FULLBRIGHT | EF_LOWPRECISION;
205 proj.flags = FL_PROJECTILE;
206 proj.colormod = proj_color;
207 counter = counter + 1;
213 void() crylink_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, crylink_ready_01); self.weaponentity.state = WS_READY;};
214 void() crylink_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
215 void() crylink_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
216 void() crylink_fire1_01 =
218 weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack);
219 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), crylink_ready_01);
221 void() crylink_fire2_01 =
223 weapon_doattack(crylink_check2, crylink_check2, W_Crylink_Attack2);
224 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), crylink_ready_01);
228 // experimental lightning gun
229 void W_Crylink_Attack3 (void)
231 local vector org, dir;
233 local vector trueaim;
234 trueaim = W_TrueAim();
236 sound (self, CHAN_WEAPON, "weapons/crylink_fire.ogg", 1, ATTN_NORM);
237 if (self.items & IT_STRENGTH) {
238 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
241 if (cvar("g_use_ammunition"))
242 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
243 //self.punchangle_x = -2;
244 org = self.origin + self.view_ofs + v_forward * 10 + v_right * 5 + v_up * -14;
246 // use traceline_hitcorpse to make sure it can hit gibs and corpses too
247 dir = normalize(trueaim - org);
248 traceline_hitcorpse(self, org, org + dir * 1000, FALSE, self);
251 te_plasmaburn(trace_endpos);
252 te_lightning2(self, org, trace_endpos);
254 if (trace_fraction < 1)
255 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), IT_CRYLINK, trace_endpos, '0 0 0');
257 void() crylink_fire1_01 =
259 weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack3);
261 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), crylink_fire1_01);
263 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), crylink_ready_01);